Fix EFB format change emulation in D3D11 if MSAA is enabled.

Fixes issue 4346.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7496 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2011-04-30 14:08:58 +00:00
parent 6577a5deb6
commit 3e384cac7f
3 changed files with 137 additions and 62 deletions

View File

@ -48,8 +48,8 @@ SharedPtr<ID3D11PixelShader> s_ColorMatrixProgram[2];
SharedPtr<ID3D11PixelShader> s_ColorCopyProgram[2]; SharedPtr<ID3D11PixelShader> s_ColorCopyProgram[2];
SharedPtr<ID3D11PixelShader> s_DepthMatrixProgram[2]; SharedPtr<ID3D11PixelShader> s_DepthMatrixProgram[2];
SharedPtr<ID3D11PixelShader> s_ClearProgram; SharedPtr<ID3D11PixelShader> s_ClearProgram;
SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8; SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8[2];
SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6; SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6[2];
SharedPtr<ID3D11Buffer> pscbuf; SharedPtr<ID3D11Buffer> pscbuf;
@ -62,6 +62,7 @@ const char clear_program_code[] = {
"}\n" "}\n"
}; };
// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
const char color_copy_program_code[] = { const char color_copy_program_code[] = {
"sampler samp0 : register(s0);\n" "sampler samp0 : register(s0);\n"
"Texture2D Tex0 : register(t0);\n" "Texture2D Tex0 : register(t0);\n"
@ -158,66 +159,141 @@ const char depth_matrix_program_msaa[] = {
"}\n" "}\n"
}; };
ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8() const char reint_rgba6_to_rgb8[] = {
{ "sampler samp0 : register(s0);\n"
// TODO: MSAA support.. "Texture2D Tex0 : register(t0);\n"
const char code[] = { "void main(\n"
"sampler samp0 : register(s0);\n" " out float4 ocol0 : SV_Target,\n"
"Texture2D Tex0 : register(t0);\n" " in float4 pos : SV_Position,\n"
"void main(\n" " in float2 uv0 : TEXCOORD0)\n"
" out float4 ocol0 : SV_Target,\n" "{\n"
" in float4 pos : SV_Position,\n" " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
" in float2 uv0 : TEXCOORD0)\n" " int4 dst8;\n"
"{\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" int4 dst8;\n" " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.a = 255;\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " ocol0 = (float4)dst8 / 255.f;\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" "}"
" dst8.a = 255;\n" };
" ocol0 = (float4)dst8 / 255.f;\n"
"}"
};
if (!s_rgba6_to_rgb8) const char reint_rgba6_to_rgb8_msaa[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, samples;\n"
" Tex0.GetDimensions(width, height, samples);\n"
" float4 texcol = 0;\n"
" for(int i = 0; i < samples; ++i)\n"
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
" texcol /= samples;\n"
" int4 src6 = round(texcol * 63.f);\n"
" int4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.a = 255;\n"
" ocol0 = (float4)dst8 / 255.f;\n"
"}"
};
const char reint_rgb8_to_rgba6[] = {
"sampler samp0 : register(s0);\n"
"Texture2D Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = (float4)dst6 / 63.f;\n"
"}\n"
};
const char reint_rgb8_to_rgba6_msaa[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, samples;\n"
" Tex0.GetDimensions(width, height, samples);\n"
" float4 texcol = 0;\n"
" for(int i = 0; i < samples; ++i)\n"
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
" texcol /= samples;\n"
" int4 src8 = round(texcol * 255.f);\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = (float4)dst6 / 63.f;\n"
"}\n"
};
ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
{
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
{ {
s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, sizeof(code)); if (!s_rgba6_to_rgb8[0])
CHECK(s_rgba6_to_rgb8, "Create RGBA6 to RGB8 pixel shader"); {
D3D::SetDebugObjectName(s_rgba6_to_rgb8, "RGBA6 to RGB8 pixel shader"); s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8, sizeof(reint_rgba6_to_rgb8));
CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
}
return s_rgba6_to_rgb8[0];
} }
else if (!s_rgba6_to_rgb8[1])
return s_rgba6_to_rgb8; {
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
}
return s_rgba6_to_rgb8[1];
} }
ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6() ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
{ {
// TODO: MSAA support.. if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
const char code[] = {
"sampler samp0 : register(s0);\n"
"Texture2D Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = (float4)dst6 / 63.f;\n"
"}\n"
};
if (!s_rgb8_to_rgba6)
{ {
s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, sizeof(code)); if (!s_rgb8_to_rgba6[0])
CHECK(s_rgb8_to_rgba6, "Create RGB8 to RGBA6 pixel shader"); {
D3D::SetDebugObjectName(s_rgb8_to_rgba6, "RGB8 to RGBA6 pixel shader"); s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6, sizeof(reint_rgb8_to_rgba6));
CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
}
return s_rgb8_to_rgba6[0];
} }
else if (!s_rgb8_to_rgba6[1])
{
// create MSAA shader for current AA mode
char buf[1024];
const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
return s_rgb8_to_rgba6; s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
}
return s_rgb8_to_rgba6[1];
} }
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
@ -228,7 +304,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
} }
else if (!s_ColorCopyProgram[1]) else if (!s_ColorCopyProgram[1])
{ {
// TODO: recreate shader on AA mode change!
// create MSAA shader for current AA mode // create MSAA shader for current AA mode
char buf[1024]; char buf[1024];
const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
@ -250,7 +325,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
} }
else if (!s_ColorMatrixProgram[1]) else if (!s_ColorMatrixProgram[1])
{ {
// TODO: recreate shader on AA mode change!
// create MSAA shader for current AA mode // create MSAA shader for current AA mode
char buf[1024]; char buf[1024];
const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
@ -272,7 +346,6 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
} }
else if (!s_DepthMatrixProgram[1]) else if (!s_DepthMatrixProgram[1])
{ {
// TODO: recreate shader on AA mode change!
// create MSAA shader for current AA mode // create MSAA shader for current AA mode
char buf[1024]; char buf[1024];
const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
@ -374,20 +447,22 @@ void PixelShaderCache::InvalidateMSAAShaders()
s_ColorCopyProgram[1].reset(); s_ColorCopyProgram[1].reset();
s_ColorMatrixProgram[1].reset(); s_ColorMatrixProgram[1].reset();
s_DepthMatrixProgram[1].reset(); s_DepthMatrixProgram[1].reset();
s_rgb8_to_rgba6[1].reset();
s_rgba6_to_rgb8[1].reset();
} }
void PixelShaderCache::Shutdown() void PixelShaderCache::Shutdown()
{ {
pscbuf.reset(); pscbuf.reset();
s_rgba6_to_rgb8.reset();
s_rgb8_to_rgba6.reset();
s_ClearProgram.reset(); s_ClearProgram.reset();
for (int i = 0; i < 2; ++i) for (int i = 0; i < 2; ++i)
{ {
s_ColorCopyProgram[i].reset(); s_ColorCopyProgram[i].reset();
s_ColorMatrixProgram[i].reset(); s_ColorMatrixProgram[i].reset();
s_DepthMatrixProgram[i].reset(); s_DepthMatrixProgram[i].reset();
s_rgba6_to_rgb8[i].reset();
s_rgb8_to_rgba6[i].reset();
} }
Clear(); Clear();

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@ -44,8 +44,8 @@ public:
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled); static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled); static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram(); static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* ReinterpRGBA6ToRGB8(); static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(); static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders(); static void InvalidateMSAAShaders();

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@ -781,8 +781,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight()); D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
ID3D11PixelShader* pixel_shader; ID3D11PixelShader* pixel_shader;
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(); if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(); else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
else else
{ {
PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype); PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);